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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95.1a] Volkov Industrial Conglomerate 1.4.3  (Read 186352 times)

Chozo

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #90 on: June 08, 2021, 12:21:04 PM »

Neat, VIC's back.

Couple things:

1. A couple ships are missing system descriptions (Oriax in particular).

2. I think this is due to how the system works, but one enemy ship seemed to stop generating flux from shield damage after being hit with the Oriax's system.  I've only encountered this bug once though, so I have no idea if the system is the culprit or how to reproduce it.

Sincronic

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #91 on: June 09, 2021, 02:31:59 AM »

Is it normal that laidlaw accelerators don't target frigates? Other weapons work fine
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RatherWhy?

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #92 on: June 10, 2021, 12:15:52 PM »

So I was trying The 2nd super ship when playing with nexerelin and whenever I launched what I think was a string launcher this error appears and the game just crashes after the enemy PD shoots at it

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Not sure if its my version or something else.
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Arcalane

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #93 on: June 10, 2021, 12:37:38 PM »

So I was trying The 2nd super ship when playing with nexerelin and whenever I launched what I think was a string launcher this error appears and the game just crashes after the enemy PD shoots at it

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Not sure if its my version or something else.

The String MRM's not from VIC, it's from Legacy of Arkgneisis.

Enemy ships must be using the PD missiles from LoA, hence the loa_PDMissileAI script.
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Astarat

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #94 on: June 10, 2021, 12:40:19 PM »

Is it normal that laidlaw accelerators don't target frigates? Other weapons work fine

So I was trying The 2nd super ship when playing with nexerelin and whenever I launched what I think was a string launcher this error appears and the game just crashes after the enemy PD shoots at it

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Not sure if its my version or something else.

Both of these issues will be fixed in the next update, thanks for reporting!
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Damienov

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #95 on: June 10, 2021, 03:19:51 PM »

When visiting planets after 1hr of play after using the mod, Java just stop responding and crashes.
Checked the log and it is fine, no errors. Just the Java SE stop responding
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Histidine

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #96 on: June 10, 2021, 08:15:02 PM »

When visiting planets after 1hr of play after using the mod, Java just stop responding and crashes.
Checked the log and it is fine, no errors. Just the Java SE stop responding
Is this with Nexerelin 0.10.2 and visiting an uninhabited planet? Update to 0.10.2b to fix it (and grab the hotfix .jar as well, that fixes another crash).
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Damienov

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #97 on: June 10, 2021, 11:53:06 PM »

When visiting planets after 1hr of play after using the mod, Java just stop responding and crashes.
Checked the log and it is fine, no errors. Just the Java SE stop responding
Is this with Nexerelin 0.10.2 and visiting an uninhabited planet? Update to 0.10.2b to fix it (and grab the hotfix .jar as well, that fixes another crash).
ah no wonder, I did update Nex to 0.10.2b but somehow missed the hotfix. Thanks for that  ;D
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Starareo

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #98 on: June 11, 2021, 03:49:13 PM »

Hello, love the mod but I have an issue with the Apollyon. I currently have it outfitted with all Laidlaw accelerators in the side larges and forward mediums. Sometime when I use the shipsystem, the Laidlaws don’t fire despite being set to autofire and enemies in the firing arc. It doesn’t always happen, and I am going to keep trying it out on my end but is there anything that could be causing this?
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SpaceDrake

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #99 on: June 13, 2021, 09:58:28 AM »

Man, when I booted this up, I was expecting "okay, morally questionable catgirls who I might leave behind to do my own thing for a bit". Instead I get Luddic Hellwar For Catgirl Rights To Even Exist.

(In a whirlwind fight in late 206, Kalada has been conquered by the Luddic Church and Mithos was virus-bombed in response. The war's already gotten nasty and I was not ready for this whole thing to be so engaging.)
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Maxzinus The Dragon

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #100 on: June 15, 2021, 06:02:02 PM »

Where do I get VIC brand gene tech? or find the condition that produces it? i added VIC to an ongoing campaign and am using nerlexien to transfer markets to the faction
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Astarat

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #101 on: June 16, 2021, 02:11:16 AM »

Hello, love the mod but I have an issue with the Apollyon. I currently have it outfitted with all Laidlaw accelerators in the side larges and forward mediums. Sometime when I use the shipsystem, the Laidlaws don’t fire despite being set to autofire and enemies in the firing arc. It doesn’t always happen, and I am going to keep trying it out on my end but is there anything that could be causing this?

This is caused by the lack of necessary AI hints for the weapon, already fixed in-dev.

Where do I get VIC brand gene tech? or find the condition that produces it? i added VIC to an ongoing campaign and am using nerlexien to transfer markets to the faction

There is only one industry that produces Genetech, it's located in the Empyrean star system on the planet Purgatory.
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SpaceDrake

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
« Reply #102 on: June 16, 2021, 06:47:41 AM »

Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?
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Astarat

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
« Reply #103 on: June 16, 2021, 07:55:13 AM »

Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?

That's exactly the point, they're not going to give away their most precious technology without a fight :p
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Astarat

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #104 on: June 16, 2021, 08:15:15 AM »


SAVE COMPATIBLE
(for the most part, since Oriax's old variants can cause a crash after the update when trying to choose new ones from the refit autofit menu, better make a new save just in case)







The changelog:

...

1.3.2 Changelog

Ships:

Nybbas
- Now counts as phase ship for Phase Corps skill
- Baryonic Displacement
- - Fixed description

Pruflas
- New System
- - Minelayer
- - Launches several proxy fused frag mines

Cresil
- Emergency Defense
- - Fixed severe FPS drop with some fighters

Oriax
- Hull reduced from 12000 to 9000
- Flux capacity reduced from 17000 to 15000
- Turn rate reduced from 15 to 10

Kobal, Samael, Thamuz
- Adaptive Assault
- - Fixed description


Weapons:

Capacitons Discharger
- Damage increased from 150 to 300
- fkux cost increased from 225 to 480
- EMP increased from 80 to 160
- Max ammo reduced from 30 to 16
- Chargeup and chargedown increased from 0.075 to 0.15

Tugarin Stellar Catapult
- Refire increased from 3.75 to 4 seconds
- Flux to fire increased from 1680 to 1860

Rubezahl Thermal Lance
- Tier increased from 0 to 3
- Damage Reduced from 2400 to 2250
- Burst duration increased from 0.5 to 0.75 seconds

Zlydzen Wave Destabilizer
- Fixed rare crash

Gagana Smartdart Launcher
- Flux cost increased from 220 to 250

Abyssus Array
- Fixed rare NPE

Psotnik Interference Machinegun
- Fixed hardpoint offsets

Vodyanoy Plasma Minigun
- Fixed AI hints, now should also aim at fighters

Laidlaw family (Mass Driver, Accelerator, Heavy Accelerator)
- Fixed AI hints, now should properly shoot at frigates


Other:
- Fixed a couple of planet descriptions




1.3.1 Changelog

Ships:
Jezebeth
-Defense Suppressor System
--Added description

Oriax
-Flux Rapture System
--Added description
-Power Redistributor hullmod
--Now more reliably switches modes when the ship is controlled by AI

Hullmods:
PD Arc Emitter
-Now doesn't crash if installed on a fighter (screw you gettag)((jk, we still love you))

VIC Integrated Assault Systems
-Fixed increase of PPT by 3% if stacking penalty is not applied

Weapons:
Zlydzen Wave Destabilizer
-Now effect fall rate scales with target's time dilation
-Now effect falls off 2 times slower if target is phased

Verlioka Field Disruptor
-Fixed field effect lagging behind

Misc:
-Changed and fixed most variants
-VIC now builds anti EVC structures if they own the market with EVC market condition(if they invade the Vbombed market or if their market got Vbombed)
-Fixed VIC being at 0 rep with remnants

[close]





Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!

« Last Edit: June 16, 2021, 08:30:14 AM by Astarat »
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